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Witchfire pathfinder
Witchfire pathfinder




witchfire pathfinder

This ability is similar to a magic jar spell ( caster level 10th or the haunt’s Hit Dice, whichever is higher), except that it does not require a receptacle. Once per round, a haunt can merge its body with a creature on the Material Plane whose Dexterity has been reduced to 0 (either through the haunt’s touch or by some other means). A haunt cannot change forms while using its malevolence attack (that is, while possessing a host). It retains its incorporeal form and can make an incorporeal touch attack that deals normal damage (but not Dexdamage).Ī haunt remains in one form or the other until it chooses to assume a new one (as a standard action). In this form, it cannot use its Dexterity damage attack or its malevolence attack. As a standard action, it can alter its form so as to appear as a floating, luminescent ball of light (possibly being mistaken for a will-o’-wisp in this form). Skills Fly +9, Intimidate +10, Perception +10, Stealth +10Ī haunt’s natural form is that of a translucent image appearing much as the person did in life. Str -, Dex 15, Con -, Int 10, Wis 14, Cha 14įeats Blind-Fight, Dodge, Improved Initiative Special Attacks Dexterity damage, malevolence (DC 14), strangle

WITCHFIRE PATHFINDER PLUS

Melee incorporeal touch +5 (1d4 cold plus 1d3 Dex) Weakness vulnerability to dispel evil/ good/ law/ chaos Perception +10ĪC 15, touch 15, flat-footed 12 (+2 deflection, +2 Dex, +1 dodge)ĭefensive Abilities rejuvenation Immune channel energy, undead traits Strings of will-o’-wisps are often found in the immediate vicinity of witchfires and are typically led by the undead, leading scholars to speculate that the creatures feed off of a witchfire’s flames and fury.Init +6 Senses darkvision 60 ft. These ghostly creatures appear much as they did in life, although the grotesque undead energy that births them makes them appear young and attractive and wreathes their insubstantial bodies in a powerful aura of sickly green flame, a ghostly fire referred to as “witchflame” in local legends. When an exceptionally vile hag or witch dies with some malicious plot left incomplete, or proves too horridly tenacious to succumb to the call of death, the foul energies of these wicked old crones sometimes spawn incorporeal undead known as witchfires. Organization solitary or coven (3 witchfires and hags-see “Witchfire Covens”) A bolt of witchflame has a range of 60 feet with no range increment. Any creature entering the same square as a witchfire or striking it with a melee attack must succeed on a DC 22 Will save or begin burning with witchflame, even if the attack would not otherwise harm the witchfire because of its incorporeal nature. The supernatural flames can only be extinguished before this duration expires by a break enchantment, miracle, remove curse, or wish spell-the effective caster level of the witchflame is equal to the witchfire’s HD (CL 10th for most witchfires). While under the effects of the witchflame, the victim gains vulnerability to fire and takes half again as much damage (+50%) from fire attacks of any sort.

witchfire pathfinder

While these eerie flames deal no additional damage, the affected creature glows as per faerie fire and becomes sickened. Skills Bluff +17, Fly +14, Intimidate +20, Knowledge (any two) +13, Perception +16, Sense Motive +16, Stealth +19Īny creature damaged by the incorporeal touch or ranged bolt attacks of a witchfire must succeed on a DC 22 Will save or become engulfed in sickly green flames.

witchfire pathfinder

Str -, Dex 22, Con -, Int 17, Wis 16, Cha 25įeats Combat Reflexes, Dodge, Improved Initiative, Lightning Reflexes, Mobility Spell-Like Abilities (CL 9th) concentration +16Īt will- dancing lights, disguise self, ghost sound (DC 17), invisibility, pyrotechnics (DC 19), ray of enfeeblement (DC 18)ġ/day- summon (level 4, 2 will-o’-wisps 50%) Ranged witchflame bolt* +13 (8d6 fire plus witchflame) Melee incorporeal touch +13 (8d6 fire plus witchflame) Perception +16ĪC 24, touch 24, flat-footed 17 (+7 deflection, +6 Dex, +1 dodge)ĭefensive Abilities incorporeal, witchflame Immune fire, undead traits






Witchfire pathfinder